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Internals: SliderBehaviorT: Minor refactor, clearer 0.0/1.0 early out. Should be no-op from user's point of view.

ScaleValueFromRatioT() had early 0.0/1.0 ratio tests, shifting most of function by one indent.
pull/4876/head
ocornut 2 years ago
parent
commit
f27af1b20a
  1. 103
      imgui_widgets.cpp

103
imgui_widgets.cpp

@ -2615,7 +2615,6 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, T
v_max_fudged = -logarithmic_zero_epsilon;
float result;
if (v_clamped <= v_min_fudged)
result = 0.0f; // Workaround for values that are in-range but below our fudge
else if (v_clamped >= v_max_fudged)
@ -2639,91 +2638,81 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, T
return flipped ? (1.0f - result) : result;
}
// Linear slider
return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min));
else
{
// Linear slider
return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min));
}
}
// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT)
template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)
{
if (v_min == v_max)
// We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct"
// but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler.
if (t <= 0.0f || v_min == v_max)
return v_min;
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
if (t >= 1.0f)
return v_max;
TYPE result;
TYPE result = (TYPE)0;
if (is_logarithmic)
{
// We special-case the extents because otherwise our fudging can lead to "mathematically correct" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value
if (t <= 0.0f)
result = v_min;
else if (t >= 1.0f)
result = v_max;
else
{
bool flipped = v_max < v_min; // Check if range is "backwards"
// Fudge min/max to avoid getting silly results close to zero
FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;
FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;
// Fudge min/max to avoid getting silly results close to zero
FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;
FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;
if (flipped)
ImSwap(v_min_fudged, v_max_fudged);
const bool flipped = v_max < v_min; // Check if range is "backwards"
if (flipped)
ImSwap(v_min_fudged, v_max_fudged);
// Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
if ((v_max == 0.0f) && (v_min < 0.0f))
v_max_fudged = -logarithmic_zero_epsilon;
// Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
if ((v_max == 0.0f) && (v_min < 0.0f))
v_max_fudged = -logarithmic_zero_epsilon;
float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range
float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range
if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts
{
float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space
float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;
float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;
if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R)
result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise)
else if (t_with_flip < zero_point_center)
result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L))));
else
result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R))));
}
else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider
result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip)));
if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts
{
float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space
float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;
float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;
if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R)
result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise)
else if (t_with_flip < zero_point_center)
result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L))));
else
result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));
result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R))));
}
else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider
result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip)));
else
result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));
}
else
{
// Linear slider
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
if (is_floating_point)
{
result = ImLerp(v_min, v_max, t);
}
else
else if (t < 1.0)
{
// - For integer values we want the clicking position to match the grab box so we round above
// This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property..
// - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64
// range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits.
if (t < 1.0)
{
FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t;
result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5)));
}
else
{
result = v_max;
}
FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t;
result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5)));
}
}
return result;
}
// FIXME: Move more of the code into SliderBehavior()
// FIXME: Try to move more of the code into shared SliderBehavior()
template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)
{
@ -2733,13 +2722,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max);
const float grab_padding = 2.0f;
// Calculate bounds
const float grab_padding = 2.0f; // FIXME: Should be part of style.
const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;
float grab_sz = style.GrabMinSize;
SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max);
if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows
grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit
if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows
grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit
grab_sz = ImMin(grab_sz, slider_sz);
const float slider_usable_sz = slider_sz - grab_sz;
const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f;
@ -2770,7 +2760,8 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
else
{
const float mouse_abs_pos = g.IO.MousePos[axis];
clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f;
if (slider_usable_sz > 0.0f)
clicked_t = ImSaturate((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz);
if (axis == ImGuiAxis_Y)
clicked_t = 1.0f - clicked_t;
set_new_value = true;

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